Exploding Penguin -> Skill Replacements (11/9/2014 15:32:40)
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Another one of these threads. Atomic Capacitor -Replaces Atom Smasher -Fires your auxiliary weapon, removing an opponent's energy equal to a % of aux damage. This skill does not require the auxiliary to be available nor does it place it on cooldown. A percentage of the energy drained is converted into a shield for the TLM that absorbs damage or energy drains for the next turn only. Poison damage goes through this shield. Energy drains will affect the shield before they affect the TLM's energy pool. Fireball -Scales with dexterity -Fires a ball of fire that, on impact, applies a burn debuff on the target for 1 turn. If the target attacks, its damage on that attack is reduced by a small % and the debuff is consumed. If the debuff is still active when the affected target is attacked, they take %-increased damage. Mark of Blood -Fixes a clone skill -Replaces BM's mark of blood -Marks the target for 3 turns. Using your skills on targets applies additional effects based on the skill used. Putting skill points into this reduces the energy cost. Using a skill consumes the mark of blood debuff immediately. -Fireball: Amplifies damage by a moderately small % -Overload: Increases stun chance by 10% -Plasma Cannon: Doubles the resistance ignored. -Plasma Rain: Deals bonus damage based off of how many skill points are in this skill -Bludgeon: Heals for 40% of the damage dealt -Intimidate: Reduces the enemy's support by 40% the strength debuff. -Supercharge: Additional +10% lifesteal. Returns an amount of energy equal to a % of the damage dealt. -Energy Parasite: While energy parasite is active, recovering energy is 15% less effective on the target. Crushing Blow -Replaces Mercenary Intimidate -Increased energy cost -Strikes the target with overwhelming force, dealing +10% more strike damage and applying the debuff "crushed" for 3 turns. A crushed target deals % less damage on any of their attacks until the debuff wears off. The crushed debuff wears off as soon as one attack is used while it is applied. The % damage reduction scales with support. Cybernetic Shield -Replaces CH's shadow arts -Activates a shield which absorbs an amount of damage before breaking and lasts up to 4 turns. While the shield is still active, the CH restores energy equal to 15% of damage dealt. This effect stacks in an additive fashion when using static charge while the shield is active. The shield strength increases with support. Plasma Strike -Replaces CH's cheap shot -Strike and deal energy damage while ignoring a large portion of the target's resistance. Blocks reduce damage from this skill by 50% rather than 85%. Shock Venom -Replaces CH's venom strike -Deals unblockable on-hit damage which scales with technology and applies shock venom for 4 turns. Shock venom deals non-scaling damage each turn based off of skill points invested. Using EMP grenade on a shock venom target increases the drain by 6% (+1% per skill point in shock venom). Also, when recovering energy from damaging a shock venom target, the energy recovery is increased by an additive 1% (+1% per skill point in shock venom). -Plasma grenade has +1% (+1% per skill point in shock venom) bonus damage and stun chance to targets applied with shock venom. -Shock venom deals less damage overall than venom strike does.
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